Files
mod-playerbots/src/strategy/values/NearestGameObjects.cpp
Yunfan Li 38912d4a8a Auto do quest feature (new rpg strategy) (#1034)
* New rpg startup speed up and refactor

* New rpg do quest

* Fix invalid height in quest poi

* Add quest accept and reward limitation

* New rpg quest improvement

* Organize quest log, reward quests and fix grind target

* Quest dropped statistic and remove redundant code

* Decrease grind relevance lower than loot

* Fix new rpg drop quest

* Go to reward quest instead of innkeeper when quest completed

* Fix incorrect logic in do quest reward

* Fix reset quests in factory

* Fix crash on grind target value

Co-authored-by: SaW <swerkhoven@outlook.com>

* Fix a minor error in DoCompletedQuest

* Let bots get rid of impossible quests faster

* Increase loot fluency (especially for caster)

* Remove seasonal quests from auto accept

* Enhance quest accept condition check

* Add questgiver check (limit acceptation of quest 7946)

* Questgiver check and localization

* Near npc fix

* Fix quest item report

* Add lowPriorityQuest set for quests can not be done

* Improve gameobjects loot

* Do complete quest

* FIx move far to teleport check

* Accept or reward quest from game objects

* Fix possible crash in rpg game objects

* Fix ChooseNpcOrGameObjectToInteract crash

---------

Co-authored-by: SaW <swerkhoven@outlook.com>
2025-03-14 21:31:33 +08:00

85 lines
2.4 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
* and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "NearestGameObjects.h"
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Playerbots.h"
#include "SharedDefines.h"
#include "SpellMgr.h"
GuidVector NearestGameObjects::Calculate()
{
std::list<GameObject*> targets;
AnyGameObjectInObjectRangeCheck u_check(bot, range);
Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitAllObjects(bot, searcher, range);
GuidVector result;
for (GameObject* go : targets)
{
// if (ignoreLos || bot->IsWithinLOSInMap(go))
result.push_back(go->GetGUID());
}
return result;
}
GuidVector NearestTrapWithDamageValue::Calculate()
{
std::list<GameObject*> targets;
AnyGameObjectInObjectRangeCheck u_check(bot, range);
Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitAllObjects(bot, searcher, range);
GuidVector result;
for (GameObject* go : targets)
{
if (go->GetGoType() != GAMEOBJECT_TYPE_TRAP)
{
continue;
}
Unit* owner = go->GetOwner();
if (owner && owner->IsFriendlyTo(bot))
{
continue;
}
const GameObjectTemplate* goInfo = go->GetGOInfo();
if (!goInfo)
{
continue;
}
uint32 spellId = goInfo->trap.spellId;
if (!spellId)
{
continue;
}
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo || spellInfo->IsPositive())
{
continue;
}
for (int i = 0; i < MAX_SPELL_EFFECTS; i++)
{
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_APPLY_AURA)
{
if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_PERIODIC_DAMAGE)
{
result.push_back(go->GetGUID());
break;
}
}
else if (spellInfo->Effects[i].Effect == SPELL_EFFECT_SCHOOL_DAMAGE)
{
result.push_back(go->GetGUID());
break;
}
}
}
return result;
}